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GAME MANUAL

Welcome to the world of Monster Hunter!
This manual will give you some hints and tips on how to play the game, and play it well.


HOW TO BE A MONSTER HUNTER

You are a Monster Hunter.
You track evil beasts to their lairs and take them out single-handedly. It's a dangerous job, but someone has to do it.

You have just come across a castle full of monsters, led by their evil master. To make the world safe, you must destroy the monsters, level by level while climbing to the top of the tower. There you will face the evil master and put an end to his reign of terror.

Piece of cake.

There are many different types of monsters you will have to face. Some are fast, some are tough, some are invisible... but all of them are dangerous. Each type of monster has a single weakness. Only attacking it with the proper weapon will destroy the creature. You'll have to learn each of their weaknesses on your own.

All monsters are created by monster spawners. Each type of monster has a different type of spawner. Once you destroy a monster, the spawner that created it will begin to make another one to take its place. Once a spawner has created a monster, it cannot be hurt in any way. A spawner can only be harmed while it is trying to create another monster. Once you destroy the monster, you must get to its spawner and destroy it before it can make another monster. All you have to do is touch the spawner to destroy it!

As a monster hunter, you have an arsenal of weapons at your disposal. There is a catch, though. A monster hunter starts the level with no weapons. You'll have to search about the level to find the weapons you need. And, you can only carry one weapon at a time. Hey, You knew the job was dangerous when you signed up! Oh, did I mention that each weapon only has one shot? Just try to make it count!

You do have one weapon at your disposal that will never disappear: The magical Hunter's Medallion. With it's magic, you can destroy vulnerable monster spawners on touch and even make yourself invulnerable for a short while.

Got all that?

Good Luck, Monster Hunter!

 


GAMEPLAY HINTS AND TIPS

To become a great Monster Hunter, there are a few things you should keep in mind while playing:

1) You can move faster than any monster! If you get into a tight spot, run for it!

2) Be aware of your Hunters Medallion charge. If the bar is flashing and you don't have a weapon, you may use the attack button to become invulnerable for a few seconds! This is good for escaping dead ends, running over spikes and through flames without being killed, and running to grab that 1UP surrounded by monsters.

3) When you start out on a level you are invulnerable for a few seconds. Don't just stand there when surrounded by monsters! Run for it! You are also invulnerable for a second after you destroy a spawner.

4) When a monster sees you, it will probably turn towards you and give chase. You can use this to your advantage by luring monsters into better positions.

5) Most monsters cannot see through walls. Use the walls to hide behind or to throw monsters off of your trail.

6) When slaying monsters, the more you can get in one shot gives you a slaying bonus! This bonus increases for each additional monster slain!

7) Collecting treasure is good, but don't get greedy. Some fast monsters can pounce on you while you're busy picking up treasure.

8) Every 40,000 points, you are awarded a free life, so Treasure Rooms are very useful!

9) Monsters can be stunned by certain weapons. When stunned, you can run right past the monster without fear of attack. This is also a good way to slay them: stun 'em, grab the proper weapon, and slay 'em!

10) Beware! Some monsters can be Powered-Up by certain weapons! Powered-Up monsters flash red, move much faster, and cannot be stunned! This effect wears off after awhile, but rarely fast enough!

11) Don't give up! Every 10 levels you complete, you get a password that will allow you to skip the levels you've already completed!

 


MONSTER HINTS AND TIPS

MAN-EATING PLANT

Being the slowest monster in the game, the Man-Eating Plant is also the dumbest. It makes up for this lack of smarts by having a long attack range, so watch out for it's chompers.

The Weedkiller Canister has a range of three tiles, so it can make quick work of any plant before it gets too close.

Stunned by Salt, Pistol, Mallet, Torch, Wand, Solvent, and Magic Book

Powered-Up by Flashlight and Holy Water

Maneating Plant

Potted Plant
Potted Plant
Weedkiller
Weedkiller


Lagoon Creature

Well
Well
Box of Salt
Box of Salt

LAGOON CREATURE

The Lagoon Creature is very quick, and can spot a hunter a long way away. Thankfully it's as dumb as a stump. When spotted by a Lagoon Creature, it runs full-speed at the hunter, hoping to run him down before he can act. Luckily for the hunter, the Lagoon Creature doesn't seem to know if he's already passed his target. He'll just keep running until he hits his target or a wall. Slamming into a wall stuns the creature for a second.

Salt is this fresh-water fish's only weakness. When using salt, the hunter pours it into a pile on the floor. If the Lagoon Creature comes into contact with the salt pile, it croaks. There are two effective ways to use the salt on the creature. One, drop the salt as it charges at you. Two, wait until it collides with a wall and pour the salt on it's stunned head.

Stunned by Weedkiller, Pistol, Torch, Wand, and Solvent

Powered-Up by Holy Water


GREMLIN

Gremlins are annoying little curs. They cackle and dance as they move about the level, looking for machines to jinx. They are hearty creeps, though. They can only be killed by intense light - like a flashlight.

Flashlights have a range of two tiles and stay on for half a second.

Unlike all other monsters, a Gremlin's Spawner creates two of the pests at once. Only when both are turned to goo is the spawner vulnerable! To make matters worst, if you wait too long before destroying the second one, the spawner will spit out another! A good tactic is to get both gremlins in a single light beam... if you can.

Stunned by Pistol, Mallet, Torch, and Wand

Powered-Up by Weedkiller

Lagoon Creature

Well
Machine
Box of Salt
Flashlight


Lagoon Creature

Well
Dog House
Box of Salt
Silver Bullets

WEREWOLF

These dangerous beasts are fast-footed hunters. They can smell nearby hunters, and when they begin tracking, watch out! They are fast enough to keep up with the hunter, so when you are being hunted, try for straightaways to gain some distance, then loose them behind some wall cover.

Werewolves seem to tire easily, and sometimes stop to pant or howl at the moon. Take that opportunity to kill them or get away from them.

The Pistol with Silver Bullets does not have a maximum range. A hunter can shoot it and hit a target across the map. Be aware that even though the bullet is traveling fast, it may take a moment to shoot a long distance.

Stunned by Weedkiller, Mallet, Torch, and Wand

Powered-Up by Nothing


VAMPIRE

Vampires are vain and cowardly undead who stalk the dark. They move eerily slowly and relentlessly hunt for victims. Vampires are capable of great speed, though. If they see the hunter carrying the Stake and Mallet, they will flee from him. The only way to kill a vampire is by sneaking up on him. There are three good ways of doing this: Wait around a corner until the vamp comes close and then stake him, by running up behind him and sticking it to him, or by first stunning him and then staking him.

The Stake and Mallet are a close range weapon, useful on a monster only one tile away. This close-quarters fighting makes using the mallet only for the brave.

Stunned by Weedkiller, Flashlight, Pistol, Torch, Holy Water, and Magic Book

Powered-Up by Nothing

Lagoon Creature

Well
Coffin
Box of Salt
Stake and Mallet


Lagoon Creature

Well
Electro-Bed
Box of Salt
Torch

FRANK

This hulking brute is all muscle. He stomps around the level looking for smaller things to bash. His big stature and long arms give him quite a reach. The only thing he fears is fire, but even that won't completely kill him.

One hit with a torch, and the weakened Frank will harmlessly crawl back towards his electro-bed. If he makes it to the bed without being hit by another torch, he becomes recharged and as good as new. The best method of attack is to lure Frank far away from his bed and torch him there. Hopefully you can then grab another torch before he reaches his spawner.

The Torch can be thrown up to three tiles away. It can stun more monsters than any other weapon.

Stunned by Weedkiller, Flashlight, and Holy Water

Powered-Up by Scarab Wand


MUMMY

Mummies are ancient corpses who re-animate to terrorize intruders in their haunted domain. Mummies are not very fast, but are ferociously strong and resilient. They can only be destroyed with an ancient relic known as the Scarab Wand. Unfortunately, though, one hit with the Scarab Wand only makes the Mummy mad. The wand blows the wraps off him, transforming him into an angry skeleton! This skeleton has all the strength of the Mummy, but is not slowed down by bandages! The Mummy in skeletal form is the fastest monster known, and cannot be stunned by any weapon. A second hit with a Scarab Wand destroys it for good. As a good rule, never shoot a Mummy unless another wand is nearby. When the skeleton is raging about the level, even the best hunter is in great danger!

The Scarab Wand shoots an electrical blast up to three tiles away.

Stunned by Torch, Holy Water, and Magic Book
Beware: As a skeleton, he cannot be stunned!


Powered-Up by Nothing

Lagoon Creature

Well
Sarcophagus
Box of Salt
Scarab Wand


Lagoon Creature

Well
Tombstone
Box of Salt
Holy Water

GHOST

These restless spirits haunt the level, venting their anger on all living things...including you. Ghosts are swift and smart, capable of seeing past walls. Even worst, the Ghost can become ethereal and actually move through walls, spawners, and other solid objects. This little ability makes them tough to get away from.

When a ghost is teamed up with other monsters on a level, their constant harassment can become fatal. When being beset by ghosts, remember this: when walking through walls, ghosts cannot change their direction. If they move into a long wall, they will have to drift completely through the length of it before they can attack or turn. Also remember that Ghosts can move from one side of the level to the other by floating off the side of the map, so keep an eye on them.

The Holy Water can be thrown up to three tiles away. Once it breaks on the floor, it looses its power.

Stunned by Flashlight, Wand, and Magic Book

Powered-Up by Nothing


INVISIBLE BLOB

This amoebic blob is a chemical disaster. It is not only fast and aggressive, but moves erratically about the level. It's most dangerous advantage, though, is it's ability to make itself completely invisible! It is very hard to kill what you cannot see! The Blob constantly drifts from visible to invisible as it slithers about the map. When about to attack, the blob becomes visible, but few hunters have the reflexes to react in time. The best way to fight them is to keep track of where they are (or where they could be). Remember that if a Blob spies you, odds are that they will come after you. You can use this trick to lure them about the map and keep an eye on them.

The Vial of Solvent can be thrown up to three tiles away. It will no longer work once it hits the floor.

Stunned by Weedkiller, Flashlight, Torch, and Holy Water

Powered-Up by Salt

Lagoon Creature

Well
Chemistry Set
Box of Salt
Vial of Solvent


Lagoon Creature

Well
Cauldron
Box of Salt
Magic Book

WITCH

Witches are powerfully evil sorceresses and cunning foes. Witches have two powerful abilities at their disposal. When attacking, they cast spells at the hunter. Unlike all other monsters, these spells are missiles that travel two tiles from the witch, and she won't wait until you get next to her to use them, either!

One hit with the spell and Poof! Instant frog. Her other ability is teleportation. She can, at will, teleport to any random spot in the map. Instead of becoming stunned by a weapon, the witch will teleport away before being hit. Sometimes, she'll just teleport for the heck of it. Due to these powers, Witches are a hunter's most crafty foe.

The Magic Book of Spells is a powerful weapon. When used, it creates four magical bolts that each sail in a different direction for three tiles. Just be careful when using it on a witch, since they have spells as well, you'll have to use the book while they are still some distance away.

Stunned by Weedkiller, Flashlight, Pistol, Mallet, Torch, and Wand
Remember that Witches Teleport instead of becoming stunned!


Powered-Up by Nothing



LEVEL BOSS HINTS AND TIPS


THE WARLOCK

The Warlock is a nasty customer. He is fairly fast, but not very good at combat. If he gets close, he'll still whack you with his staff, but he cannot see through walls and doesn't track you very well. A Hunter's main threat is the army of skeletons that the Warlock keeps around him. The five skeletons meander about the level, doing the Warlock's bidding.

The Scarab Wand's power can harm the Warlock, but not very badly. It takes five hits to completely defeat him. His skeletons, on the other hand, don't fair so well. One hit and they fall into a clatter of bones.

Unfortunately for the hunter, the Warlock can use his necromantic powers to raise the skeletons back from the dead! The Warlock can only do this when he sees a fallen skeleton.

A wise hunter will lure the skeletons into a far off corner of the map and zap them there. The Warlock will hopefully not be venturing into that part of the map anytime soon and will not be able to raise those skeletons, leaving himself unguarded.

Stunned Nothing.

Powered-Up by Nothing.

Lagoon Creature

Well
Scarab Wand



Lagoon Creature

Well
Holy Water

THE REAPER

Few monsters put fear into a hunter like the Grim Reaper. Not only is he frightfully fast, but he has the ability to track down any living soul. There is no hiding from the reaper. Once he comes for you, you either fight him or run like heck!

To make matters worse, he is constantly surrounded by a host of ghosts who can easily travel through walls to pursue their prey. Because these ghosts are so close to their undead master, they cannot be destroyed! A ghost hit by Holy Water will just teleport to a new location.

When fighting the Reaper, speed is the key. Get every monster to follow you into a corner and then bolt for it! Grab the nearest Holy Water and start chucking! Don't concern yourself with ghosts, since you cannot harm them. Concentrate your attacks on the Reaper himself. After five hits with Holy Water even death may die.

Stunned by Nothing.

Powered-Up by Nothing.



THE COUNT

The ultimate ruler of all monsters, the Count is as tough as they come. He casually floats through his chambers in the topmost spire of his castle, master of all he surveys. With him are his two favorite pet werewolves: Fenris and Morkai. No Monster Hunter has ever faced the Count and lived to tell about it.

The Count is powerful in many ways. First, he can shoot fireballs from his fingertips powerful enough to roast any enemy. He can also turn into a bat whenever he is threatened, to fly away and attack another time. Lastly, unlike all other vampires, he can survive a stake to the heart! He must be hit five times before he can be destroyed for good!

Since no hunter has ever defeated him, there are very few tips to be given. Just remember that like all vampires, you'll have to sneak up on him with the stake. Also, his pet werewolves cannot be killed, but they can be stunned with a stake and mallet.

Stunned by Nothing.

Powered-Up by Nothing.

Lagoon Creature

Well
Stake and Mallet


 

THANK YOU FOR PLAYING MONSTER HUNTER!